public ulong[][] pieces; public ulong[] occupancy; public ulong occupancyAll; public ulong enPassant; public ulong castling; public int colorToMove; public int movesCount; public int halfMoveClock; public int nullMoves; public int[] PSTValuesOpening; public int[] PSTValuesEnding; public int currentGamePhase; public List<int> capturedPieces; public List<int> promotedPieces; public List<ulong> castlings; public List<ulong> zobristKeys; public List<ulong> enPassants; public List<int> halfMoveClockList; public ulong zobristKey; public Move[] possibleMoves; public int movesAdded; public string stalemateReason; public int[] kingPositions; public BoardState() { // Init bitboards pieces = new ulong[2][]; pieces[Color.White] = new ulong[6]; pieces[Color.Black] = new ulong[6]; occupancy = new ulong[2]; // Init lists PSTValuesOpening = new int[2]; PSTValuesEnding = new int[2]; capturedPieces = new List<int>(); promotedPieces = new List<int>(); castlings = new List<ulong>(); zobristKeys = new List<ulong>(); enPassants = new List<ulong>(); halfMoveClockList = new List<int>(); // Init other variables currentGamePhase = 0; kingPositions = new int[2]; } // ----------------------------------------------------------------------------------- // ################################################################################### // GENERATE MOVES // ################################################################################### // ----------------------------------------------------------------------------------- public Move[] GetAllMoves() { // Clear list of moves possibleMoves = new Move[GameConstants.maxMovesInAPosition]; movesAdded = 0; GetQuietMoves(false); GetCaptureMoves(false); return possibleMoves; } [MethodImpl(MethodImplOptions.AggressiveInlining)] private void AddAllTargetSquares(byte fromSquare, ulong targets, byte piece, MoveFlags flag) { for (; targets != 0; targets = GeneralBitOperations.PopLSB(targets)) { AddMoveToPossibleMoves(fromSquare, (byte)GeneralBitOperations.GetLSBIndex(targets), piece, (byte)flag); } } public Move[] GetQuietMoves(bool justQuiets) { // Clear list of moves if we should just get the quiet moves if (justQuiets) { possibleMoves = new Move[GameConstants.maxMovesInAPosition]; movesAdded = 0; } // ############################################################## // -------------- Go through all pieces ------------------------ // ############################################################## byte fromSquare; // Pawns int direction = colorToMove == Color.White ? -8 : 8; for (ulong pieceBB = pieces[colorToMove][Piece.Pawn]; pieceBB != 0; pieceBB = GeneralBitOperations.PopLSB(pieceBB)) { fromSquare = (byte)GeneralBitOperations.GetLSBIndex(pieceBB); // Check that square is empty in front of pawn if ((Pawns.QuietMasksOneStep[colorToMove][fromSquare] & occupancyAll) == 0) { // One step moves // Check if from square is on a promoting row if ((GameConstants.fromPromotionRows[colorToMove] & (1ul << fromSquare)) != 0) { AddMoveToPossibleMoves(fromSquare, (byte)(fromSquare + direction), Piece.Pawn, (byte)MoveFlags.PromotionKnight); AddMoveToPossibleMoves(fromSquare, (byte)(fromSquare + direction), Piece.Pawn, (byte)MoveFlags.PromotionBishop); AddMoveToPossibleMoves(fromSquare, (byte)(fromSquare + direction), Piece.Pawn, (byte)MoveFlags.PromotionRook); AddMoveToPossibleMoves(fromSquare, (byte)(fromSquare + direction), Piece.Pawn, (byte)MoveFlags.PromotionQueen); } // Else a normal one step move else { AddMoveToPossibleMoves(fromSquare, (byte)(fromSquare + direction), Piece.Pawn, (byte)MoveFlags.Quiet); } // Two step moves, if pawn is on start row and no pawns on end square if ((GameConstants.pawnStartRow[colorToMove] & (1ul << fromSquare)) != 0) { if ((Pawns.QuietMasksTwoStep[colorToMove][fromSquare] & occupancyAll) == 0) { AddMoveToPossibleMoves(fromSquare, (byte)(fromSquare + 2 * direction), Piece.Pawn, (byte)MoveFlags.DoublePawnPush); } } } } // Knights for (ulong pieceBB = pieces[colorToMove][Piece.Knight]; pieceBB != 0; pieceBB = GeneralBitOperations.PopLSB(pieceBB)) { fromSquare = (byte)GeneralBitOperations.GetLSBIndex(pieceBB); AddAllTargetSquares(fromSquare, Knights.AttackMasks[fromSquare] & ~occupancyAll, Piece.Knight, MoveFlags.Quiet); } // Bishops for (ulong pieceBB = pieces[colorToMove][Piece.Bishop]; pieceBB != 0; pieceBB = GeneralBitOperations.PopLSB(pieceBB)) { fromSquare = (byte)GeneralBitOperations.GetLSBIndex(pieceBB); AddAllTargetSquares(fromSquare, Bishops.GetAttacks(fromSquare, occupancyAll) & ~occupancyAll, Piece.Bishop, MoveFlags.Quiet); } // Rooks for (ulong pieceBB = pieces[colorToMove][Piece.Rook]; pieceBB != 0; pieceBB = GeneralBitOperations.PopLSB(pieceBB)) { fromSquare = (byte)GeneralBitOperations.GetLSBIndex(pieceBB); AddAllTargetSquares(fromSquare, Rooks.GetAttacks(fromSquare, occupancyAll) & ~occupancyAll, Piece.Rook, MoveFlags.Quiet); } // Queens for (ulong pieceBB = pieces[colorToMove][Piece.Queen]; pieceBB != 0; pieceBB = GeneralBitOperations.PopLSB(pieceBB)) { fromSquare = (byte)GeneralBitOperations.GetLSBIndex(pieceBB); AddAllTargetSquares(fromSquare, Queens.GetAttacks(fromSquare, occupancyAll) & ~occupancyAll, Piece.Queen, MoveFlags.Quiet); } // Kings fromSquare = (byte)kingPositions[colorToMove]; AddAllTargetSquares(fromSquare, Kings.AttackMasks[fromSquare] & ~occupancyAll, Piece.King, MoveFlags.Quiet); // Castling // White side if (colorToMove == Color.White) { // King side if (Kings.WhiteCanCastleKingSide(this, colorToMove)) { AddMoveToPossibleMoves(fromSquare, (byte)(fromSquare + 2), Piece.King, (byte)MoveFlags.Castle); } // Queen side if (Kings.WhiteCanCastleQueenSide(this, colorToMove)) { AddMoveToPossibleMoves(fromSquare, (byte)(fromSquare - 2), Piece.King, (byte)MoveFlags.Castle); } } // Black side else { // King side if (Kings.BlackCanCastleKingSide(this, colorToMove)) { AddMoveToPossibleMoves(fromSquare, (byte)(fromSquare + 2), Piece.King, (byte)MoveFlags.Castle); } // Queen side if (Kings.BlackCanCastleQueenSide(this, colorToMove)) { AddMoveToPossibleMoves(fromSquare, (byte)(fromSquare - 2), Piece.King, (byte)MoveFlags.Castle); } } return possibleMoves; } public Move[] GetCaptureMoves(bool justCaptures) { // Clear list of moves if we should just get capturing moves if (justCaptures) { possibleMoves = new Move[GameConstants.maxMovesInAPosition]; movesAdded = 0; } // ############################################################## // -------------- Go through all pieces ------------------------ // ############################################################## byte fromSquare; // Pawns for (ulong pieceBB = pieces[colorToMove][Piece.Pawn]; pieceBB != 0; pieceBB = GeneralBitOperations.PopLSB(pieceBB)) { fromSquare = (byte)GeneralBitOperations.GetLSBIndex(pieceBB); ulong targets = Pawns.AttackMasks[colorToMove][fromSquare] & occupancy[Color.Invert(colorToMove)]; // Check for promotions if ((GameConstants.fromPromotionRows[colorToMove] & (1ul << fromSquare)) != 0) { AddAllTargetSquares(fromSquare, targets, Piece.Pawn, MoveFlags.PromotionKnightCapture); AddAllTargetSquares(fromSquare, targets, Piece.Pawn, MoveFlags.PromotionBishopCapture); AddAllTargetSquares(fromSquare, targets, Piece.Pawn, MoveFlags.PromotionRookCapture); AddAllTargetSquares(fromSquare, targets, Piece.Pawn, MoveFlags.PromotionQueenCapture); } else { AddAllTargetSquares(fromSquare, targets, Piece.Pawn, MoveFlags.Capture); } // Enpassant if (enPassant != 0) { ulong epAttacks = Pawns.AttackMasks[colorToMove][fromSquare] & enPassant; if (epAttacks != 0) { byte toSquare = (byte)GeneralBitOperations.GetLSBIndex(epAttacks); AddMoveToPossibleMoves(fromSquare, toSquare, Piece.Pawn, (byte)MoveFlags.EnPassant); } } } // Knights for (ulong pieceBB = pieces[colorToMove][Piece.Knight]; pieceBB != 0; pieceBB = GeneralBitOperations.PopLSB(pieceBB)) { fromSquare = (byte)GeneralBitOperations.GetLSBIndex(pieceBB); AddAllTargetSquares(fromSquare, Knights.AttackMasks[fromSquare] & occupancy[Color.Invert(colorToMove)], Piece.Knight, MoveFlags.Capture); } // Bishops for (ulong pieceBB = pieces[colorToMove][Piece.Bishop]; pieceBB != 0; pieceBB = GeneralBitOperations.PopLSB(pieceBB)) { fromSquare = (byte)GeneralBitOperations.GetLSBIndex(pieceBB); AddAllTargetSquares(fromSquare, Bishops.GetAttacks(fromSquare, occupancyAll) & occupancy[Color.Invert(colorToMove)], Piece.Bishop, MoveFlags.Capture); } // Rooks for (ulong pieceBB = pieces[colorToMove][Piece.Rook]; pieceBB != 0; pieceBB = GeneralBitOperations.PopLSB(pieceBB)) { fromSquare = (byte)GeneralBitOperations.GetLSBIndex(pieceBB); AddAllTargetSquares(fromSquare, Rooks.GetAttacks(fromSquare, occupancyAll) & occupancy[Color.Invert(colorToMove)], Piece.Rook, MoveFlags.Capture); } // Queens for (ulong pieceBB = pieces[colorToMove][Piece.Queen]; pieceBB != 0; pieceBB = GeneralBitOperations.PopLSB(pieceBB)) { fromSquare = (byte)GeneralBitOperations.GetLSBIndex(pieceBB); AddAllTargetSquares(fromSquare, Queens.GetAttacks(fromSquare, occupancyAll) & occupancy[Color.Invert(colorToMove)], Piece.Queen, MoveFlags.Capture); } // Kings fromSquare = (byte)kingPositions[colorToMove]; AddAllTargetSquares(fromSquare, Kings.AttackMasks[fromSquare] & occupancy[Color.Invert(colorToMove)], Piece.King, MoveFlags.Capture); return possibleMoves; } // ----------------------------------------------------------------------------------- // ################################################################################### // MAKE AND UNMAKE MOVES // ################################################################################### // ----------------------------------------------------------------------------------- public bool MakeMove(Move move) { // Increase counters if (colorToMove == Color.White) movesCount++; // Add variables that can't be tracked in any other way to lists castlings.Add(castling); zobristKeys.Add(zobristKey); enPassants.Add(enPassant); halfMoveClockList.Add(halfMoveClock); // Update king position if (move.pieceMoved == Piece.King) { kingPositions[colorToMove] = move.toSquare; } // Increase halfmove clock, resets to 0 further down if applicable halfMoveClock++; // Check if enpassant is possible and if so disable it if (enPassant != 0) { int enPassantRank = GeneralBitOperations.BitScan(enPassant) % 8; zobristKey = Zobrist.ToggleEnPassant(zobristKey, enPassantRank); enPassant = 0; } // ------------------------------------------------------ // Check for different move types // ------------------------------------------------------ // Quiet moves that are not double pushes if (MoveFunctions.IsQuiet(move.flag)) { MovePiece(colorToMove, move.pieceMoved, move.fromSquare, move.toSquare); zobristKey = Zobrist.MovePiece(zobristKey, colorToMove, move.pieceMoved, move.fromSquare, move.toSquare); // Reset halfmove clock if pawn move if (move.pieceMoved == Piece.Pawn) halfMoveClock = 0; } // Double pawn pushes else if (MoveFunctions.IsDoublePawnPush(move.flag)) { // Reset halfmove clock halfMoveClock = 0; // Move piece MovePiece(colorToMove, move.pieceMoved, move.fromSquare, move.toSquare); zobristKey = Zobrist.MovePiece(zobristKey, colorToMove, move.pieceMoved, move.fromSquare, move.toSquare); // Enable enpassant ulong epSquare = colorToMove == Color.White ? 1ul << move.toSquare + 8 : 1ul << move.toSquare - 8; enPassant |= epSquare; zobristKey = Zobrist.ToggleEnPassant(zobristKey, GeneralBitOperations.BitScan(epSquare) % 8); } // Enpassant moves else if (MoveFunctions.IsEnPassant(move.flag)) { // Find enemy pawn (which is not on the toSquare) int enemyPieceSquare = colorToMove == Color.White ? move.toSquare + 8 : move.toSquare - 8; int capturedPiece = Piece.Pawn; capturedPieces.Add(capturedPiece); // Move own pawn and remove enemy pawn MovePiece(colorToMove, move.pieceMoved, move.fromSquare, move.toSquare); zobristKey = Zobrist.MovePiece(zobristKey, colorToMove, move.pieceMoved, move.fromSquare, move.toSquare); RemovePiece(Color.Invert(colorToMove), capturedPiece, enemyPieceSquare); zobristKey = Zobrist.AddOrRemovePiece(zobristKey, Color.Invert(colorToMove), capturedPiece, enemyPieceSquare); } // Capture moves else if (MoveFunctions.IsCapture(move.flag)) { // Reset halfmove clock halfMoveClock = 0; // Remove captured piece from its square and add it to list of captured pieces int capturedPiece = MoveFunctions.GetCapturedPiece(pieces[Color.Invert(colorToMove)], move.toSquare); RemovePiece(Color.Invert(colorToMove), capturedPiece, move.toSquare); zobristKey = Zobrist.AddOrRemovePiece(zobristKey, Color.Invert(colorToMove), capturedPiece, move.toSquare); capturedPieces.Add(capturedPiece); // Check for promotion captures and if so move in special way if (MoveFunctions.IsPromotion(move.flag)) { // Find the piece that we should promote to int promotionPiece = GetPromotionPiece(move.flag); // Remove pawn from square and add the promoted piece instead RemovePiece(colorToMove, move.pieceMoved, move.fromSquare); zobristKey = Zobrist.AddOrRemovePiece(zobristKey, colorToMove, move.pieceMoved, move.fromSquare); AddPiece(colorToMove, promotionPiece, move.toSquare); zobristKey = Zobrist.AddOrRemovePiece(zobristKey, colorToMove, promotionPiece, move.toSquare); // Add to list of promoted pieces promotedPieces.Add(promotionPiece); } // If not it is a normal capture else { // Move the piece as normal MovePiece(colorToMove, move.pieceMoved, move.fromSquare, move.toSquare); zobristKey = Zobrist.MovePiece(zobristKey, colorToMove, move.pieceMoved, move.fromSquare, move.toSquare); } } // Castling moves else if (MoveFunctions.IsCastling(move.flag)) { // Reset halfmove clock halfMoveClock = 0; // Get from and to square for the rook int rookFromSquare = GameConstants.rookCastling[move.toSquare][0]; int rookToSquare = GameConstants.rookCastling[move.toSquare][1]; // Move rook and king to the correct places MovePiece(colorToMove, Piece.King, move.fromSquare, move.toSquare); MovePiece(colorToMove, Piece.Rook, rookFromSquare, rookToSquare); zobristKey = Zobrist.MovePiece(zobristKey, colorToMove, Piece.King, move.fromSquare, move.toSquare); zobristKey = Zobrist.MovePiece(zobristKey, colorToMove, Piece.Rook, rookFromSquare, rookToSquare); } // Normal promotion moves that are not captures else if (MoveFunctions.IsPromotion(move.flag)) { // Get what piece was promoted int promotionPiece = GetPromotionPiece(move.flag); // Remove pawn from square and add promoted piece on toSquare RemovePiece(colorToMove, Piece.Pawn, move.fromSquare); zobristKey = Zobrist.AddOrRemovePiece(zobristKey, colorToMove, move.pieceMoved, move.fromSquare); AddPiece(colorToMove, promotionPiece, move.toSquare); zobristKey = Zobrist.AddOrRemovePiece(zobristKey, colorToMove, move.pieceMoved, move.toSquare); // Add piece to list promotedPieces.Add(promotionPiece); } // If castling rights, check and remove the correct ones if (castling != 0) { ulong updateMask = GameConstants.updateCastlingRights[move.fromSquare] & GameConstants.updateCastlingRights[move.toSquare]; castling &= updateMask; zobristKey = Zobrist.AddOrRemoveCastlingRights(zobristKey, updateMask); } // Check if move is legal (king is not under attack after move is done) if (!IsSquareAttacked(colorToMove, kingPositions[colorToMove])) { // Change turns colorToMove = Color.Invert(colorToMove); zobristKey = Zobrist.ChangeSide(zobristKey); return true; } // If not, then unmake the move and return false else { // Change turns colorToMove = Color.Invert(colorToMove); zobristKey = Zobrist.ChangeSide(zobristKey); UnmakeMove(move); return false; } } public void UnmakeMove(Move move) { // Change turn colorToMove = Color.Invert(colorToMove); // Update king position if (move.pieceMoved == Piece.King) { kingPositions[colorToMove] = move.fromSquare; } // Cache last indices int lastIndexCaptured = capturedPieces.Count - 1; int lastIndexPromoted = promotedPieces.Count - 1; int lastIndexHalfMoveClock = halfMoveClockList.Count - 1; int lastIndexZobristKeys = zobristKeys.Count - 1; int lastIndexCastlings = castlings.Count - 1; int lastIndexEnPassants = enPassants.Count - 1; // Handle different move types if (MoveFunctions.IsQuiet(move.flag) || MoveFunctions.IsDoublePawnPush(move.flag)) { MovePiece(colorToMove, move.pieceMoved, move.toSquare, move.fromSquare); } else if (MoveFunctions.IsEnPassant(move.flag)) { int enemyColor = Color.Invert(colorToMove); int enemyPieceField = colorToMove == Color.White ? (move.toSquare + 8) : (move.toSquare - 8); int capturedPiece = capturedPieces[lastIndexCaptured]; MovePiece(colorToMove, Piece.Pawn, move.toSquare, move.fromSquare); AddPiece(Color.Invert(colorToMove), capturedPiece, enemyPieceField); // Remove last captured piece directly capturedPieces.RemoveAt(lastIndexCaptured); } else if (MoveFunctions.IsCapture(move.flag)) { int enemyColor = Color.Invert(colorToMove); int capturedPiece = capturedPieces[lastIndexCaptured]; // Capturing promotion if (MoveFunctions.IsPromotion(move.flag)) { int promotedPiece = promotedPieces[lastIndexPromoted]; promotedPieces.RemoveAt(lastIndexPromoted); RemovePiece(colorToMove, promotedPiece, move.toSquare); AddPiece(colorToMove, Piece.Pawn, move.fromSquare); } else { MovePiece(colorToMove, move.pieceMoved, move.toSquare, move.fromSquare); } AddPiece(enemyColor, capturedPiece, move.toSquare); // Remove last captured piece directly capturedPieces.RemoveAt(lastIndexCaptured); } else if (MoveFunctions.IsCastling(move.flag)) { // Get from and to square for the rook int rookFromSquare = GameConstants.rookCastling[move.toSquare][0]; int rookToSquare = GameConstants.rookCastling[move.toSquare][1]; // Move rook and king to the correct places MovePiece(colorToMove, Piece.King, move.toSquare, move.fromSquare); MovePiece(colorToMove, Piece.Rook, rookToSquare, rookFromSquare); } else if (MoveFunctions.IsPromotion(move.flag)) { int promotedPiece = promotedPieces[lastIndexPromoted]; promotedPieces.RemoveAt(lastIndexPromoted); RemovePiece(colorToMove, promotedPiece, move.toSquare); AddPiece(colorToMove, Piece.Pawn, move.fromSquare); } // Update with latest move variables halfMoveClock = halfMoveClockList[lastIndexHalfMoveClock]; zobristKey = zobristKeys[lastIndexZobristKeys]; castling = castlings[lastIndexCastlings]; enPassant = enPassants[lastIndexEnPassants]; // Remove from lists directly halfMoveClockList.RemoveAt(lastIndexHalfMoveClock); zobristKeys.RemoveAt(lastIndexZobristKeys); castlings.RemoveAt(lastIndexCastlings); enPassants.RemoveAt(lastIndexEnPassants); // Decrease moves count if white to move if (colorToMove == Color.White) movesCount--; } public static class GeneralBitOperations { private static readonly int[] BitScanValues = { 0, 1, 48, 2, 57, 49, 28, 3, 61, 58, 50, 42, 38, 29, 17, 4, 62, 55, 59, 36, 53, 51, 43, 22, 45, 39, 33, 30, 24, 18, 12, 5, 63, 47, 56, 27, 60, 41, 37, 16, 54, 35, 52, 21, 44, 32, 23, 11, 46, 26, 40, 15, 34, 20, 31, 10, 25, 14, 19, 9, 13, 8, 7, 6 }; [MethodImpl(MethodImplOptions.AggressiveInlining)] public static ulong SetBit(ulong bitboard, int square) { return (bitboard) |= (1ul << square); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static ulong PopBit(ulong bitboard, int square) { return GetBit(bitboard, square) != 0 ? (bitboard &= ~(1ul << (square))) : 0; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static ulong GetBit(ulong bitboard, int square) { return (bitboard) & (1ul << square); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static ulong GetLSB(ulong bitboard) { return (ulong)((long)bitboard & -(long)bitboard); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static int GetLSBIndex(ulong bitboard) { return BitOperations.PopCount((ulong)((long)bitboard & -(long)bitboard) - 1); // return BitOperations.TrailingZeroCount(bitboard); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static ulong PopLSB(ulong bitboard) { return bitboard & (bitboard - 1); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static int BitScan(ulong bitboard) { return BitScanValues[((ulong)((long)bitboard & -(long)bitboard) * 0x03f79d71b4cb0a89) >> 58]; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static List<int> GetOccupiedSquares(ulong bitboard) { List<int> squares = new List<int>(); while (bitboard != GameConstants.EmptyBitboard) { squares.Add(BitScan(bitboard)); bitboard = PopLSB(bitboard); } return squares; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static ulong SetOccupancyBitboards(int index, int bitsInMask, ulong attackMask) { ulong occupancy = 0ul; // Loop over range of bits withing attack mask for (int count = 0; count < bitsInMask; count++) { // Get LSB index of attacks mask int square = GetLSBIndex(attackMask); // Pop the LSB in attack mask attackMask = PopBit(attackMask, square); // Make sure occupancy is on board and populate occupancy mask if ((index & (1 << count)) != 0) { occupancy |= (1ul << square); } } return occupancy; } }
Write, Run & Share C# code online using OneCompiler's C# online compiler for free. It's one of the robust, feature-rich online compilers for C# language, running on the latest version 8.0. Getting started with the OneCompiler's C# compiler is simple and pretty fast. The editor shows sample boilerplate code when you choose language as C#
and start coding.
OneCompiler's C# online compiler supports stdin and users can give inputs to programs using the STDIN textbox under the I/O tab. Following is a sample program which takes name as input and print your name with hello.
using System;
namespace Sample
{
class Test
{
public static void Main(string[] args)
{
string name;
name = Console.ReadLine();
Console.WriteLine("Hello {0} ", name);
}
}
}
C# is a general purpose object-oriented programming language by Microsoft. Though initially it was developed as part of .net but later it was approved by ECMA and ISO standards.
You can use C# to create variety of applications, like web, windows, mobile, console applications and much more using Visual studio.
Data Type | Description | Range | size |
---|---|---|---|
int | To store integers | -2,147,483,648 to 2,147,483,647 | 4 bytes |
double | to store large floating point numbers with decimals | can store 15 decimal digits | 8 bytes |
float | to store floating point numbers with decimals | can store upto 7 decimal digits | 4 bytes |
char | to store single characters | - | 2 bytes |
string | to stores text | - | 2 bytes per character |
bool | to stores either true or false | - | 1 bit |
datatype variable-name = value;
When ever you want to perform a set of operations based on a condition or set of few conditions IF-ELSE is used.
if(conditional-expression) {
// code
}
else {
// code
}
You can also use if-else for nested Ifs and If-Else-If ladder when multiple conditions are to be performed on a single variable.
Switch is an alternative to If-Else-If ladder.
switch(conditional-expression) {
case value1:
// code
break; // optional
case value2:
// code
break; // optional
...
default:
// code to be executed when all the above cases are not matched;
}
For loop is used to iterate a set of statements based on a condition.
for(Initialization; Condition; Increment/decrement) {
// code
}
While is also used to iterate a set of statements based on a condition. Usually while is preferred when number of iterations are not known in advance.
while(condition) {
// code
}
Do-while is also used to iterate a set of statements based on a condition. It is mostly used when you need to execute the statements atleast once.
do {
// code
} while (condition);
Array is a collection of similar data which is stored in continuous memory addresses. Array values can be fetched using index. Index starts from 0 to size-1.
data-type[] array-name;
Method is a set of statements which gets executed only when they are called. Call the method name in the main function to execute the method.
static void method-name()
{
// code to be executed
}